HUMANKIND™ on Steam - User reviews, Price & Information

Rewrite history by shaping a civilization as unique as you are. Combine 60 cultures from the Ancient Era to the Modern Age to lead your empire to victory. Build thriving cities, outsmart rivals in epic battles, spread your influence and leave your mark on HUMANKIND™.

HUMANKIND™ is a strategy, turn-based strategy and 4x game developed by AMPLITUDE Studios and published by SEGA.
Released on August 17th 2021 is available on Windows and MacOS in 12 languages: English, French, German, Spanish - Spain, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Korean, Italian and Turkish.

It has received 27,020 reviews of which 18,387 were positive and 8,633 were negative resulting in a rating of 6.7 out of 10. 😐

The game is currently priced at 49.99€ on Steam.


The Steam community has classified HUMANKIND™ into these genres:

Media & Screenshots

Get an in-depth look at HUMANKIND™ through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7, 64-bit
  • Processor: Intel i5 4th generation / AMD FX-8300
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 770 / AMD R9 290
  • DirectX: Version 11
  • Storage: 25 GB available space
MacOS
  • OS: Mac OS X 10.13 or higher
  • Processor: Intel Core i7 2.7Ghz
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon460 4GB or Intel(R) Iris(TM) Plus Graphics
  • Storage: 25 GB available space
  • Additional Notes: Requires an Intel-based 64-bit processor

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

March 2025
Boy did they turn this game around. I love it when studios stick with their product and make it amazing. This had an OK launch, but it just wasn't quite there yet. But now, it's amazing. If you like the Civ games and have been bummed out about how bad 7 is, this is the answer. Better than the Civ series in basically every way.
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March 2025
I rear-ended a mammoth, and the game let me. I was a Civ player. No, a Civ fanatic. Through all its weird AI decisions, broken mechanics, and constant DLC ransom notes, I stuck by it. Because it was Civ. Then I played Humankind, and suddenly, everything made sense. Claiming territory is logical. No more border gore where some rogue settler wedges a city between your well-planned empire like a bad Tetris move. You claim land, expand naturally, and your cities grow as part of the territory, not as weird, isolated dots on the map. The whole process—from hunting and foraging in the early game to skirmishing over land without diving into full-scale war—feels organic. You experience the evolution of your people, rather than just clicking “next turn” until someone nukes Gandhi. And let’s talk about the personality. This game knows it’s a game. It doesn’t take itself too seriously—until it does. You’re having a great time, expanding, feeling clever… and then suddenly, your ambitious little border clash turns into an existential crisis. It has humor, but it also punishes hubris. Think you’ve got it all figured out? Congratulations, your neighbor just turned into an unstoppable war machine because you underestimated them. And the combat? Rear-ending a mammoth isn’t just an option—it’s a tactic. Flanking, blocking escape routes, ambushing—it all matters. No more mindless unit stacking. Battles are mini-strategic puzzles that feel earned. I started playing Humankind out of spite for Civ VII. I haven’t stopped playing since. It’s the first 4X in years that made me want to start over again and again—not to “optimize” a build, but because it’s just fun. Civ and I had a good run. But, hey… it’s time we saw other people.
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Feb. 2025
Score: 9/10 (My Civ VI score: 5/10) * WONDER MECHANICS Simply wonderful! One of the best features of Humankind is the two steps mechanics to CLAIM and then BUILD World Wonders. It also allows the Wonder to be built by the whole empire, as a Shared Project, which makes perfect sense. I cannot praise this enough! I've been playing Civilization since the very first version, back in 1991, and the most frustrating thing about Civ was always the Wonder building system. In Civ, its ALL or NOTHING. Amplitude Studios did their homework well and came up with a new system, which is fair and realistic. For "builder" players like myself this feature alone makes Humankind worth buying and playing. :-) * COMBAT The combat mechanics is simply great! They mix the advantages of manual strategy with automatic strategy in three ways: Fully automatic, semi-automatic and fully manual modes. What else could you ask for? Besides that, combat takes into consideration the height of the battle ground and the AI is actually very good in tactical combat. They often surprise me with their deployment. This strategic combat type was never implemented in any Civ-like game that I know of, but it makes the battle more realistic and much more strategic. I never liked combat that much in Civ, but I was excited to try this system to the full in Humankind and I quite like it. Another good thing is that your units are able to retreat from an unwanted battle or one with a possible defeat. Even this was done in a realistic and pondered way, because you cannot do it two times in a row with the same unit and you must have accessible terrain where your unit may go to run away. Again, this makes perfect sense and is well balanced. * 6 ERAS AND 6 CULTURES Being able to choose a different culture with a new set of skills and abilities, makes perfect sense and mimics how humans actually evolved through the ages. Everybody that played Civilization had to stand before a ridiculous situation of facing an old civ (e.g. Ancient Egypt, Grece, Rome, Aztec) with the modernized Americans or Germans. This huge change in mechanics is an historical achievement in this type of games. My congratulations go to Amplitude Studios. The proof that this was (and is) the way to go, is that the developers of CIV VII already made it their main feature. ;-) * START OF GAME IN A PRE-ERA: The Neolithic The way we start the game is perfect! That is exactly how it should be done. In civilization you can choose a place to start but most of the times you have to choose a tile in the first turn, without knowing anything around. That may be disastrous in the long term and was one the major reasons why I quit many games of civilization after having spent a few hours and played for 60 to 100 turns. All because your very first city was not on the best spot, OR because you lost 2 turns finding the best spot, you would then lose the ability to build important and critical Wonders, which would ultimately kill your long term strategy. This no longer happens with Humankind. Since you start as a group of wanderers (as in real life hunter gatherers) you can start raising population with food from wild animals and at the same time search the surroundings for the best spots for your home capital city. RELOCATION OF THE ADMINISTRATIVE CENTRE OF TERRITORIES Apart from this, there is also a huge and meaningful option: before creating a city you need to claim a territory. The main tile of that territory, around which food and production will be gathered, may be changed as many times as you need, before it is evolved into a city, or simply attached into an existing one. Again, this avoids many frustrations and is a lot more realistic, because that's exactly how things happen in real life. DISTRICTS AND INFRASTRUCTURES In Humankind a District is basically a building than you use to increase the yield of certain resources, such as Food or Industry (Production in Civ). It makes a lot more sense than the awful idea that designers of Civ VI had, which made me dislike a Civ version for the first time ever! * CITY LIMITS Territories and Outposts make the evolution of cities much more interesting, flexible and realistic. The City Cap limit that is implemented in the game allows players to create only a certain number of cities without an Influence penalty. * WAR UNITS Each military unit consumes Population to be raised, which again makes perfect sense since it's how it happens in real life. It also forces the player to think strategically when going to war and raising armies because you must have population, not just units. * FAME POINTS Although points had always been in Civilization, they were calculated in obscure ways that I never truly understood, since v1, and you could only know them at the end of the game, so they never influenced the gameplay at all, being just a kind of side effect of your gameplay. THINGS THAT NEED IMPROVEMENT * The AI is very poor in almost all situations, except in tactical combat, where it is very good. Most Civs seem not to have a specific goal and strategy for how to win the game and so it's very easy to beat them after learning how to play the game. * The graphics in the game are good, but the 3D Avatars are simply awful and should be improved. * You have to pick 6 cultures in a game, so if you play with 10 civs (like I usually do) there should be at least 60 cultures available, and preferably a lot more than that, but there aren't. I end up using only one or two different cultures, in each era, most of the times I played, because there are not many different options to go the same path. UNBALANCED WONDERS Some are too powerful (e.g. Machu Picchu) but most are too weak or are of little use for most game strategies. Besides the cost to claim them raises exponentially, and it is almost impossible to build more than 10 Wonders in a single game, which is a shame. I think there should be more Wonders with different effects and more balanced. * DIPLOMACY (on DLC) Most of the Diplomatic features are only useful to the loosing players. So, unless you are a beginner being beaten by the AI, those traits will not benefit you at all, but instead will benefit your opponents, which makes little sense to me. Besides that, the Diplomat stars (only in expansion) are extremely difficult to get in large quantities like it is usually required in every Age. Diplomacy in general is weakly implemented and needs a huge rework. Civilization is a lot better than Humankind in that regard. CONCLUSION Humankind was pioneer in many regards, and that brought difficulties for civ players, like myself. But after understanding the game, I have no doubt that it is much better than any previous Civilization version. And the proof of it, is that Civilization VII, which is just about to be released, implemented almost all of the major new mechanics that Humankind created. So my congrats go to Amplitude Studios. Please don't quit Humankind, because I'm still going to keep playing it. Please launch more Culture Packs and do a rework of the Diplomacy.
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July 2024
It's the first Amplitude game I'm playing and I'm comparing it to Civ 6. GOOD: * It's overall much prettier. Both the world and UI. * Presents information quite well, at least better than Civ without mods. Still room for improvements though. * Starting as a nomadic tribe is a fun idea. * The territory system where you start with an Outpost that can be grown into a city or be attached to one is great. * Terrain elevation makes a big difference. * Osmosis events are a nice touch. NEUTRAL: * Trade, pollution and stability are interesting variations from Civ. BAD: * There's no quick-move option for units and it soon gets tedious to wait for all the animations. * The notification system is bad. It's spamming constantly with an animated notification icon. The important ones gets drowned out by banalities. There should be a filter system. * The combat system is an XCom-lite style of mechanic. It has received a lot of praise but I ultimately didn't like it. The novelty wears off quick and I end up auto-resolving most of the battles. Enemies also retreat all the time so you end up chasing and engaging them forever. * It feels buggy and unpolished: - The world map and battles can get stuck and act weirdly. You'll have to reload an auto-save from a previous turn to get around it. - Some typos and grammatical errors in text. - Several spoken sentences at the same time. To be fair, Civ6 also has this bug. - The camera can't zoom in to a focused unit with the mouse wheel properly unless the unit happened to be exactly at the center of the screen. - The game detected the wrong display mode and graphics settings and launched directly into a tutorial. After cancelling the tutorial and fixing the settings it forgot all about it and now I can't play the tutorial anymore. Overall though; It's good to see a proper challenger to the Civilization series and this game brings some interesting new ideas to the genre. There's some fun to be had here for a while but it ultimately falls a bit short in a comparison to Civ 6.
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July 2024
I mostly play other strategy games, have a total of a couple 1000 hours invested into varying civ games, paradox titles and many other strategy games so I figured I'd give my perspective on the game. So nearing close to 600ish hour including offline time at the time of writing this review I can say that the game is worth it (Kinda). The basic guideline is If you have another 4x game that you main you might want to get humankind at a discount (at the time of writing basegame is like 5$) and never regret it. If you are a veteran that got tired of your usual loop then something like 20-30 is a good value for your worth too and you're likely to spend around a dozen of playthrough which is around 50 hours in or so. Now onto the review itself: The Good [*] Combat - is by far the best aspect of the game. It blows any civ game out of the water easily and contends with all the fantasy strategy games in the highest leagues. Wouldn't say it beats HOI3-4's system but that's not its focus. Going back to any other game feels like a direct downgrade compared to the impact altitude and features can have. Only caveats would be the poor balance some units have (which mods try to fix) and the lategame never got fully developed due to the studio moving on. Water combat has a decent baseline but like many other titles around it just falls short to being a stat vs stat issue mainly won by the player that strikes first. [*] Economy - Again, one of the better implementations I've seen around. The fact that the resources (which are basically passive boons with extreme impact) travel around the map and can be targeted either during war or plain raiding is amazing. Securing the transportation of all the luxury or strategic goods going from your new world colonies to the capital actually has an impact. If you get raided on your critical sea node you can say goodbye to all the production and public opinion back in the capital which might threaten riots, collapse and inability to regenerate your strategic resource reliant units. Very simple and yet a very effective implementation of the system only falling short to Victoria series that entirely market themselves around economy [*] Victory conditions - Slightly controversial and definitely not everyone's cup of tea. But if you like building solid, well rounded and generally strong empires then you'll love its approach. Rather than have an arbitrary victory condition you are pivoted to just be the MVP of the game. Either someone that made the largest impact by fighting earning military points around instead of sitting back playing simcity or rewarded for rushing to gobble the new world as an expansionist reward. Anything you do will tie in with some other adjacent way of earning more rewards which will eventually lead you to having a well rounded empire that will win regardless whether someone 'ended the game' by hard focusing on a singular aspect. [*] Industry/Citybuilding - One of the prettier depictions to say the least. Most of it as to be expected, expanding your city to produce more things faster while balancing the expansion with happiness. The most interesting aspect of it however would be the strategical implementation of your decisions. Every tile you take will matter tactically in the case you get sieged. Making a city on a cliff will be a nightmare to take for the enemies moreso than any other game. Focusing your industry on a more open fertile land will make it more vulnerable and more profitable. Do you want to build around the cluster of luxuries to ensure their safety or make a stronghold that'd need a dozen turns to take. Small decisions, large impacts [*] Net connection - Honestly one of the more stable iterations I've seen. It was shit at release with constant reconnects, but lately the worst you might get a desync and it won't matter for a few 100 turns until someone can't move units which gets fixed by a reload and lasts another 100ish turns. Certainly beats the lobby simulators other competitors have The Average [*] Diplomacy - Kind of ok. It matters more than most games but doesn't do too much. It's at least more interactive than most implementations. You can actually get resources for being a 'good guy' and then leverage it later on in the game but they are mostly tied to securing your casus beli. You can't punish the wrongdoers properly with diplomacy only, other Amplitude games like Endless Legend or Space did a slightly better job of it. Still, you can always use it in the early game to formally declare that you're angry at the forward settle and they better give you the land or else (and else gets mechanically guaranteed to start in your favor) [*] Spying - Not great, not terrible. It has some good applications by being able to cause revolts, weaken entire armies, trace movements but it's all super basic. To get anything out of it you have to pivot super hard and the payout is maybe ok. It also gets somewhat tedious to micromanage spies as units on the ground the longer the game goes on. If optimally used you can devastate enemies but still, I just dip into it for fun every 10th game or so. Rather just build more industry instead [*] Religion/culture - They're just stat sticks. I assume there was a plan to rework and fix how it works down the line but I doubt it will ever come to fruition. As it is it is kind of ok, basically used to fuel your diplomacy and military aspirations. Very ignoreable part of the game that advertised to be 'an iteration of random civilizations with odd cultures'. The Bad [*] Ai - It's shit as every other game's. It may seem smart a few times but it needs economical buffs to stay afloat, has rudimentary flowchart for combat, generally predictable opinion modifiers. I wouldn't say it's particularly worse than any other I've encountered, just a generally bad 4x game Ai. [*] Bugs - Contrary to what you might have seen in the old reviews, a lot has been fixed by now. Game ending bugs happen maybe once in 50 games in my experience. Some minor annoying ones you can make workarounds for or just reload a turn. For the most part minor inconvenience. [*] Pollution mechanic - Turn it off. Turn it off and forget that it exists. Half baked placeholder since the beta. Likely was supposed to get reworked down the line like culture and religion to slow down growth in industrial era but as it stands it just makes the game painful to play.
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Last Updates
Steam data 27 March 2025 06:01
SteamSpy data 02 April 2025 07:00
Steam price 02 April 2025 04:26
Steam reviews 31 March 2025 19:49

If you'd like to dive deeper into the details about HUMANKIND™, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about HUMANKIND™
  • SteamCharts - Analysis of HUMANKIND™ concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck HUMANKIND™ compatibility
HUMANKIND™
6.7
18,387
8,633
Online players
609
Developer
AMPLITUDE Studios
Publisher
SEGA
Release 17 Aug 2021
Platforms